

The game makes an effort to begin slowly teaching players its rules and progression gradually, but I love the fact that these more advanced aspects of Kingdom’s gameplay are left unexplained. There are a few other surprises hiding in the woods that I won’t spoil here, but even when they’re unessential for progression, these elements all stack together to back Kingdom as a deeper, more multi-faceted game than it otherwise would have been. And shrines grant permanent buffs once activated, such as archer accuracy. Isolated hermits will allow special upgrades to archer buildings, defences and farms. New mounts will give you abilities like pushing back enemies, breathing fire or faster movement. Even though getting to them is boring, it’s always exciting to find a new upgrade. It’s these discoveries which drive Kingdom. Balancing these classes is interesting enough as you need to prioritise building speed, defence and money-making potential. With enough gold, upgrading your town centre will allow for further upgrades to structures and new possibilities like farmers who dish out more consistent stacks of gold, or knights that lead archers into battle. When morning comes back around you’ll have more time to prepare defences and explore the current island you’re on.Īrchers will hunt during the day which grants more money, while builders can work on projects like walls, archer towers and a ship used to move from island to island.

By the time you’re finished preparing, night will come quickly and with it the hostile ‘Greed’, which are menacing, otherworldly creatures. Your monarch will begin on horseback with nothing but a few coins to start construction on a central base, build walls to defend it and hire vagrants as either archers or builders. Kingdom’s slogan of “Build, Defend, Expand” is implemented quite literally in the game to create its core structure.
